I remember back in the day, a friend of mine who was big on game hacking to understand the "guts" of a game managed to rip every single character model and animation in
Final Fantasy VII. What we learned was fascinating: Namely, FFVII wasn't three discs due to its massive size or anything, but because Square Enix had never made a 3D game before and it showed. You know how nowadays, if you need to make a minor change to a character model or the like, you simply put a prop in its hand or have it gain some kind of minor retexture? In FFVII, every single minor variant of a character - every single one - had its own draw call and model. Cloud with a hat? Own model. Cloud resting? Own model. Cloud in a Shinra Guardsman uniform? Own model. Cloud limping?
It's own model. There are literally about five hundred or so extraneous models that use tons of resources. And that's only for world models, not battle models. According to said friend, if modern optimization techniques were done, FF7 could probably fit on a single disc.
I also remember
Amy, which may be one of the worst-optimized games I'd ever seen in my entire life.
I bring these up because neither one is as remotely technologically inept as
Revolution 60 is. To get a full grasp of Revolution 60, I want you to think back to the initial launch trailer, where we see the initial lagspike when Holiday jumps on the enemy ship (at about 1:45):
Every time Rev60 even
attempts particle effects or trailing effects, the framerate drops harder than Blighttown in
Dark Souls. Those unfamiliar with this are unlikely to ever pick up on why, since the various characters don't seem complicated, nor does the game look especially demanding hardware wise. You can see it often during things like the lightning storm during the Valentina battle, too:
So why is this? Why is the use of particle effects such a problem? Well, the main reason is thus: even though the models are notoriously bad, with texture stretching and more, even though several models have no moving parts, and even though the game looks pretty bog-standard, in practice, the models are
insanely over-designed. That ship that Holiday jumps on in the first video has - no joking or exaggeration - over 9000 polygons in it by Wu's own admission. By all accounts, Holiday also has a polycount in the high thousands as well, and each character uses multiple animation calls for the facial animations as well. This is why the characters have such curiously-well-done facial animation, but why everything else looks so crappy in contrast. This also explains the insane loading times, and, of course, the fucking
insane use of overlay effects
Revolution 60 uses - if it weren't for said effects, a number of abilities in the game would have no animation whatsoever.